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Liuli

Posted 27 October 2013 - 06:39 PM

Liuli

Enchantress

Members

569 posts

Could use a bit of script help. I'm almost done with a small mod, and I wonder if there's a function which triggers on a sexlab animation ending, to apply either a magic effect or a spell on one of the actors? Or can I only hook to the last stage and apply the effect when the last stage starts?

Posted 28 October 2013 - 01:22 AM

dkatryl

Posted 28 October 2013 - 07:15 AM

dkatryl

Mega Poster

Contributor

1,866 posts

actor FindAvailableActor()

Idea for this one was given to by NYINEGY, and it's so obvious I feel stupid for having not added this function before.

It'll find a valid actor who is available for SexLab animation within the given radius of another actor or object. You can define what gender it is you want to find, or just ignore gender, and give it a list of up to 4 actors + the given center object/actor to forcibly ignore in the search radius.

If I am reading the FindAvailableActor() idea properly, that will be useful for adding spillover assailants to now properly assault your follower during player surrender. Spiffy!

Now, when you say valid actor available, would it consider an actor that is already tagged and in another animation as invalid. So if I had 4 bandits, 2 were already paired off with the player, then FindAvailableActor() would only see bandit #3 & 4 as valid, and not try to grab #1 or 2?

Ashal

Posted 28 October 2013 - 07:35 AM

Ashal

Administrator

Administrators

4,223 posts

actor FindAvailableActor()

Idea for this one was given to by NYINEGY, and it's so obvious I feel stupid for having not added this function before.

It'll find a valid actor who is available for SexLab animation within the given radius of another actor or object. You can define what gender it is you want to find, or just ignore gender, and give it a list of up to 4 actors + the given center object/actor to forcibly ignore in the search radius.

If I am reading the FindAvailableActor() idea properly, that will be useful for adding spillover assailants to now properly assault your follower during player surrender. Spiffy!

Now, when you say valid actor available, would it consider an actor that is already tagged and in another animation as invalid. So if I had 4 bandits, 2 were already paired off with the player, then FindAvailableActor() would only see bandit #3 & 4 as valid, and not try to grab #1 or 2?

If they are already animating they will be considered as invalid, and not returned from the function.

It checks for 3 things, in this order, before looking for a new actor or returning the one if it passes all 3:

They aren't in the ignore list, which consists of actors manually ignored from the arguments, the actor/object used as the center of your search radius, any actor that has already failed the other 2 checks in a previous loop.

If they match the gender, if any, you specified in the function arguments.

If they pass a sslActorLibrary.ValidateActor() check, which is the same check that gets called when attempting to add an actor to a scene. They will fail if they are

dkatryl

Posted 28 October 2013 - 07:42 AM

Liuli

Posted 28 October 2013 - 05:47 PM

Liuli

Enchantress

Members

569 posts

Thank you for the script help... Umm... Unfortunately I need a bit more of it. I'm sorry. T_T

I've been working on a very simple script for the last couple of days (since I'm a seriously terrible scripter) and I keep failing to trigger a spell casting when animationEnd hooks. Everything else in the script works just as it should ingame, even the other hook, it's just the call for a spellcasting at the end of the script that I can't manage to get working.

The CalmEnchant that I'm trying to cast at the end is a spell rather than a magic effect. My best guess is that I'm messing up the CalmEnchant.Cast line somehow, the info on how to phrase it I'm getting from creationkit.com or googling 'skyrim script spell cast' is pretty minimal.

Liuli

Posted 28 October 2013 - 07:24 PM

Bromm83

Posted 29 October 2013 - 08:11 AM

Bromm83

Mega Poster

Contributor

758 posts

Would it be possible to add clothes swapping support in the SexLab code?

I was reading the breaking undies thread and some of the pictures there showed a miniskirt pulled up and the panties pulled down. Stuff like that would be great for SexLab too, and would add to the RP element in the plugins. is it possible to make it a general switch that does something like:

if clothing article 1 is in folder 1, swap it with clothing article 2 in folder 1.

if clothing article 1 is in folder 2, swap it with clothing article 2 in folder 2.

Folder example is a bad one, but at least a system where you have different folders for the models you would like to use and is easy to add to so that the system is just there in the bottom, letting people make their own verions of what they want swapped out.

Bromm83

Posted 29 October 2013 - 08:30 AM

Bromm83

Mega Poster

Contributor

758 posts

A question: Is it possible to add "invisible" stats to SexLab? Like I would like to be able to make responses like: "I heard you worked out of [Name of Inn]" with just a condition check in the dialogue if people use for example radiant prostitution.

Another question: Could you add, or is there, a "HadSexWithPlayer" perk or spell to all the NPCs the player have sex with?

Bromm83

Posted 29 October 2013 - 01:47 PM

Another question: Could you add, or is there, a "HadSexWithPlayer" perk or spell to all the NPCs the player have sex with?

I'm not sure if that's needed in the framework, SexLab Romance remembers every single NPC your character had sex with through it without such a function.

They probably added them to a faction or something. I do the same thing with Submit.

Either way, yeah, not sure of the benefit to having it in the Framework. It only matters if the mod would make use of that information, in which case, it's fairly easy to add it yourself as needed.

There is no problem adding a check if your own plugin was used, but people use many plugins and having it stored cross-plugins will let you write better dialogues that remembers that you have had sex before.

Edit: But if SexLab already remembers it, then my question is: How can my plugin access that memory?

Ashal

Posted 30 October 2013 - 06:27 PM

dkatryl

Posted 31 October 2013 - 11:44 AM

dkatryl

Mega Poster

Contributor

1,866 posts

There is no problem adding a check if your own plugin was used, but people use many plugins and having it stored cross-plugins will let you write better dialogues that remembers that you have had sex before.

Edit: But if SexLab already remembers it, then my question is: How can my plugin access that memory?

Oh, indeed, a simple global "Has had sex Yes/No" check could be made. However, if a mod wanted to know "Has had consensual sex Yes/No" vs "Has had nonconsensual sex Yes/No", such as mine, then either Ashal would have to build in several varieties of this to try to anticipate all scenarios, or individual mods would wind up having to add custom ones anyways.

ballsy

Posted 04 November 2013 - 02:21 AM

ballsy

wot

Members

290 posts

Is it possible to make it so that schlongification only occurs after an actor is tagged by SL? So with "schlongify nearby NPCs" unticked in the SoS mcm menu you pretty much only see penises when the actor is about to initiate sex.

Stiletos

Posted 07 November 2013 - 09:27 PM

Stiletos

Advanced Member

Members

38 posts

One thing that might be really easy to work into animations would be bondage. Specifically the bondage animation from the beginning of the game. The hands tied behind the back could make for a lot of decent rapey animations where the character is more subdued. That hands behind the back posture would work great on both standing and kneeling forced blowjobs, forced cowboy (reverse and regular), forced doggy style with the hands held behind the back (as in one of the beast rape scenes) and many others.

It would work great for some of the softer foreplay scenes. Many of the kissing scenes would be quite interesting with the victim bound and being forced to smooch.

It could also be a cool intro to a stripping scene with the victim bound and standing there and the attacker approaching the victim and stripping them in a few moves that are obviously removing different clothing articles.

I also wonder if there is perhaps a chance of seeing various "scenes" linked into one another to form a longer sexual experience? What I mean is currently we have stages within one scene. Some of the scenes are sex scenes and some are foreplay scenes.

It would be very cool to be able to choose a setting in Sexlab that played a opening foreplay scene that was then aiutomatically followed by a sex scene. So you would transition from the foreplay to a new sex scene.

If proper stripping animations were to be made that were story specific (some consensual sex, some rape themed, ect...) then you could link 3 scenes into one full session. Have an opening stripping scene followed by a foreplay scene and ending with a sex scene. Each scene would have their multiple stages.

The various scene types coudl each have catagories. Right now we have aggressive sex and can choose the animations we want to be possible in that group. If multiple scenes were allowed we could have aggresive sex, aggresive foreplay, and aggressive stripping, and we could click each scene we want to have a chance to play in each of the various sexual encounters. Much as we currently choose the active animations for consensual, aggressive, and beast sex. We would have 9 catagories instead of 3.

Consensual sex animations

Consensual stripping animations

Consensual foreplay animations

Aggressive sex animations

Aggressive foreplay animaions

Aggressive stripping animations

Beast sex animations

Beast stripping animations

Beast foreplay animations ( some beasts such as Falmer might have quite sinister/violent ideas of foreplay, vampires would likely include blood drinking from various areas of the body prior to sex)